School of the Word
Wizards are masters of study and focus, but the School of the Word takes this trait to the extreme. Wizards that study this school desire specificity to its utmost when it comes to their spells; the Power Word. Power Words are the few remnants of the lost language that defines reality as we know it. While most are lost to time, a few power words are still known to wizards today, but they are often highly guarded secrets. Your studies of specificity have led to the ability to reverse engineer modern spells to rediscover the lost Words of Power.
Beginning at 2nd level, you have developed a keen eye for tracking an opponent’s physical state. As a bonus action on your turn, you may choose a creature within 60 feet and make an Intelligence (Investigation) check contested by the creature’s Charisma (deception) check. If you succeed, you learn one piece of the following information:
Current Hit Points
Any conditions currently affecting it (ie., blinded, sickened)
Maximum Hit Points
If you lose the contest, you learn nothing.
Invoke Power Word
Beginning at 2nd level, Whenever you cast a spell of 1st level or higher that targets a single creature and requires a saving throw, you may use this feature to cast that spell as a Power Word spell. If you do the spell’s components become verbal only, unless the spell requires components with a gold piece value to cast, then these components must be included as normal. If the target of the Power Word spell has current HP less than, or equal to 10x the level of the spell +10, the creature automatically fails its first saving throw against the spell. If the target’s HP is higher than this number, it succeeds its first saving throw instead. You may cast a spell as a power word a number of times per day equal to your Intelligence modifier.
At 6th level, you have learned to retain some of the expended energy from your failed power words for future use. Whenever you cast a Power Word spell of 2nd level or higher on a creature and it fails as a result of the creature’s hit points being too high, you regain one spell slot of a lower level than the one you just cast. This spell slot cannot be higher than 5th.
Mastery of the Word
At 10th Level, increase the maximum hit points a power word spell can affect by 30.
Speak to the masses
By 14th level, You may have learned to balance specificity and generality in your power words allowing you to affect multiple creatures with a word. When you cast a power word spell, all creatures within 60 feet of you are affected in ascending order of their current hit points (treating creatures at 0 hit points as if they have 1 hit point), starting with the lowest. If the first creature's hit points is less than the maximum hit points the power word spell can affect it is affected by the spell, then add the next lowest creature's hit points to the first. If this total does not exceed the maximum of the spell, continue this process until the total HP exceeds the spell's requirement, then if a creature's HP would increase the total beyond the limit of the spell, that creature and all other creatures in the area of effect with higher hit point totals is unaffected.